It maybe worth mentioning that net_fakelag is broken on listen servers in Alien Swarm. It works on dedicated, however
On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <psycomma...@gmail.com>wrote: > I found what was causing the stuttering with 0 ping and in singleplayer. I > disabled this code in cbaseentity_shared : > > >> >> //----------------------------------------------------------------------------- >> // Purpose: My physics object has been updated, react or extract data >> >> //----------------------------------------------------------------------------- >> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) >> { >> switch( GetMoveType() ) >> { >> case MOVETYPE_VPHYSICS: >> { >> if ( GetMoveParent() ) >> { >> Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating physics on >> object in hierarchy %s!\n", GetClassname()); >> return; >> } >> Vector origin; >> QAngle angles; >> >> pPhysics->GetPosition( &origin, &angles ); >> >> if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || >> !IsFinite( angles.x ) ) >> { >> Msg( "Infinite angles from vphysics! (entity %s)\n", >> GetDebugName() ); >> angles = vec3_angle; >> } >> #ifndef CLIENT_DLL >> Vector prevOrigin = GetAbsOrigin(); >> #endif >> >> for ( int i = 0; i < 3; ++i ) >> { >> angles[ i ] = AngleNormalize( angles[ i ] ); >> } >> >> #ifndef CLIENT_DLL >> NetworkQuantize( origin, angles ); >> #endif >> >> if ( origin.IsValid() ) >> { >> SetAbsOrigin( origin ); >> } >> else >> { >> Msg( "Infinite origin from vphysics! (entity %s)\n", >> GetDebugName() ); >> } >> SetAbsAngles( angles ); >> >> // Interactive debris converts back to debris when it comes >> to rest >> if ( pPhysics->IsAsleep() && GetCollisionGroup() == >> COLLISION_GROUP_INTERACTIVE_DEBRIS ) >> { >> SetCollisionGroup( COLLISION_GROUP_DEBRIS ); >> } >> >> #ifndef CLIENT_DLL >> PhysicsTouchTriggers( &prevOrigin ); >> PhysicsRelinkChildren(gpGlobals->frametime); >> #endif >> } >> break; >> . >> . >> . >> . >> > > However I still have stuttering when I set "net_fakelag" to anything > 0. > And its gets worst the higher the FPS... > > > On Fri, Apr 20, 2012 at 10:10 PM, Psy_Commando <psycomma...@gmail.com>wrote: > >> I'm not using the template, I just removed the asw junk I didn't need, >> and re enabled the player. >> But that idea of using the marine as vehicle is interesting, the only >> thing i'm not sure about is the transition between player control and >> vehicle(marine clone) control. >> >> On Fri, Apr 20, 2012 at 8:32 PM, Tony "omega" Sergi >> <omegal...@gmail.com>wrote: >> >>> I haven't fully analyzed the code, but i was just thinking.. >>> you're using alien swarm.. why use the sdk template for alien swarm for >>> what you want? use alien swarm itself, duplicate the marine and make the >>> duplicate a vehicle that flies instead of walks around. >>> alien swarm already has the 'predicted player controlled other entity' >>> >>> -Tony >>> >>> >>> >>> On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando <psycomma...@gmail.com>wrote: >>> >>>> Predictions are on. Also I think this may not be entirely attributable >>>> to ASW. I found in one of my old vids that the stuttering in vehicles >>>> wasn't present in my early vids, the hl2 buggy worked before, I guess I >>>> must have broken something somewhere. I wonder what though... >>>> The template SDK for alien swarm by Doplhur seems to have the same >>>> problem, the jeep is doing the same thing. >>>> >>>> I printed the velocity of the client and server to the hud, and they're >>>> identical, cl_pclass isn't reporting the velocity correctly for some >>>> reasons... >>>> Also here's the full code, some of it is from Eternal Silence, its >>>> pretty messy though. : http://pastebin.com/eMcKh1YL >>>> >>>> I used a CPhysicsPropMultiplayer as the base prop, because the other >>>> prop types made even weirder stuff. >>>> >>>> >>>> On Thu, Apr 19, 2012 at 11:40 PM, Tony "omega" Sergi < >>>> omegal...@gmail.com> wrote: >>>> >>>>> I can't remember by reading that output, without seeing your code, but >>>>> the prediction dump is showing that the entity is 0 0 0 on either the >>>>> server or client. >>>>> ie: it's only moving on one, and not both. >>>>> >>>>> That's your jitter. >>>>> -Tony >>>>> >>>>> >>>>> >>>>> >>>>> On Fri, Apr 20, 2012 at 9:41 AM, Joel R. <joelru...@gmail.com> wrote: >>>>> >>>>>> Well, you have to make sure prediction is turned on. If prediction >>>>>> is off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be >>>>>> updating the Origin/Angles/Velocity, and you end up having this struggle >>>>>> between server updating your position and you updating it on the >>>>>> clientside. >>>>>> >>>>>> On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando >>>>>> <psycomma...@gmail.com>wrote: >>>>>> >>>>>>> Well its an entity that exist on both client and server. I'll use it >>>>>>> in mp so making it clientside isn't an option. >>>>>>> >>>>>>> On Thu, Apr 19, 2012 at 8:28 PM, Joel R. <joelru...@gmail.com>wrote: >>>>>>> >>>>>>>> Did you create this entity on the server? >>>>>>>> >>>>>>>> There is a lot of code the client player class does to make >>>>>>>> prediction work. I'd recommend just creating a clientside entity and >>>>>>>> manipulate that, not the one from server. >>>>>>>> >>>>>>>> >>>>>>>> On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando < >>>>>>>> psycomma...@gmail.com> wrote: >>>>>>>> >>>>>>>>> Found out why, the server ent returned false for IsPredicted() . >>>>>>>>> >>>>>>>>> The plane is still jittery though, but here is the dump i get >>>>>>>>> while moving : http://dl.dropbox.com/u/13343993/abox0003.jpg >>>>>>>>> It would seem velocity differs, along with a few others. >>>>>>>>> >>>>>>>>> >>>>>>>>> On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando < >>>>>>>>> psycomma...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> Wait, it worked with "weapon_smg1" but it doesn't work with my >>>>>>>>>> entity.. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris < >>>>>>>>>> char...@resrchnet.com> wrote: >>>>>>>>>> >>>>>>>>>>> It should be like for instance**** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> **- **cl_pclass prop_physics or cl_pclass >>>>>>>>>>> weapon_crossbow**** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> Also make sure that developer convar is set to at least 1. **** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto: >>>>>>>>>>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of * >>>>>>>>>>> Psy_Commando >>>>>>>>>>> *Sent:* Thursday, April 19, 2012 4:15 PM >>>>>>>>>>> >>>>>>>>>>> *To:* Discussion of Half-Life Programming >>>>>>>>>>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?** >>>>>>>>>>> ** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> I tried cl_pclass with the class name, but nothing happens. >>>>>>>>>>> >>>>>>>>>>> Also, after a few minutes of messing around I get this assert : >>>>>>>>>>> src\game\server\baseentity.cpp (460) : Assertion Failed: fabs( >>>>>>>>>>> CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) < >>>>>>>>>>> cellEpsilon >>>>>>>>>>> swarm.exe has triggered a breakpoint**** >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris < >>>>>>>>>>> char...@resrchnet.com> wrote:**** >>>>>>>>>>> >>>>>>>>>>> cl_pclass classname**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> run that with your ship classname and you get a nice easy to >>>>>>>>>>> read debug gui to see what predicted variables are off for all >>>>>>>>>>> predicted >>>>>>>>>>> parts of that entitytype. I only used it on an entity type I have 1 >>>>>>>>>>> instance of so not sure what behavior occurs if you have many of em. >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto: >>>>>>>>>>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of * >>>>>>>>>>> Psy_Commando >>>>>>>>>>> *Sent:* Thursday, April 19, 2012 12:37 PM >>>>>>>>>>> *To:* Discussion of Half-Life Programming >>>>>>>>>>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?** >>>>>>>>>>> ** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> Well, it would seem this is a Alien Swarm related issue.. Even >>>>>>>>>>> the hl2 jeep is having the same problem.**** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando < >>>>>>>>>>> psycomma...@gmail.com> wrote:**** >>>>>>>>>>> >>>>>>>>>>> Its called in the shared ProcessMovement method.I assume that >>>>>>>>>>> method is called at the same time on client and server..**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com> >>>>>>>>>>> wrote:**** >>>>>>>>>>> >>>>>>>>>>> Where are you running this simulation code? You need to make >>>>>>>>>>> sure it's in a location that is sync'd with the server. >>>>>>>>>>> >>>>>>>>>>> Also, I would not use GetNetworkOrigin, as I have seen it can >>>>>>>>>>> become too jittery, use GetLocalOrigin instead. **** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando < >>>>>>>>>>> psycomma...@gmail.com> wrote:**** >>>>>>>>>>> >>>>>>>>>>> Doesn't the client interpolate automatically ? I thought that >>>>>>>>>>> was what the Network origin was for. >>>>>>>>>>> Anyways, I'm not really sure what they did but here's the >>>>>>>>>>> handling code I'm using, its mostly code made by the Eternal >>>>>>>>>>> Silence guys >>>>>>>>>>> modified to fit. >>>>>>>>>>> http://pastebin.com/6kVZJxiD >>>>>>>>>>> >>>>>>>>>>> I think they basically just use vphysics for collisions, they >>>>>>>>>>> rotate the angles and velocity directly to steer the craft. >>>>>>>>>>> >>>>>>>>>>> And also FakeJitter should be 0, I never changed it.**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 4:58 PM, Joel R. <joelru...@gmail.com> >>>>>>>>>>> wrote:**** >>>>>>>>>>> >>>>>>>>>>> Also, when you added fakelag to reach about 300 ping, the red >>>>>>>>>>> and green crosshairs were still sync'd perfectly. This should not >>>>>>>>>>> be >>>>>>>>>>> possible unless you are extrapolating on the server, but even then >>>>>>>>>>> it would >>>>>>>>>>> go way off on turns.**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com> >>>>>>>>>>> wrote:**** >>>>>>>>>>> >>>>>>>>>>> You will need to smooth out the origin and angles. I'm not sure >>>>>>>>>>> why but the physics simulation cannot be followed without doing >>>>>>>>>>> some sort >>>>>>>>>>> of smoothing to the origin/angles. What I did was interpolate them >>>>>>>>>>> by a >>>>>>>>>>> small amount to smooth out the kinks. I created a "fakeOrigin" and >>>>>>>>>>> "fakeAngles" that are smoothed to the real values.**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando < >>>>>>>>>>> psycomma...@gmail.com> wrote:**** >>>>>>>>>>> >>>>>>>>>>> using vphysics**** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> >>>>>>>>>>> wrote:**** >>>>>>>>>>> >>>>>>>>>>> Is the entity simulated using the physics object or bbox and >>>>>>>>>>> gamemovement? >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando < >>>>>>>>>>> psycomma...@gmail.com> wrote:**** >>>>>>>>>>> >>>>>>>>>>> I'm having a problem with an aircraft vehicle I've made. I asked >>>>>>>>>>> the Eternal Silence team for some pointers and they've shared their >>>>>>>>>>> flight >>>>>>>>>>> code with me, but I'm still getting this weird jerkiness, even at >>>>>>>>>>> 0ms of >>>>>>>>>>> ping. I'm using the Alien Swarm SDK for this. >>>>>>>>>>> >>>>>>>>>>> Here's a video to show the problem : >>>>>>>>>>> http://www.youtube.com/watch?v=zs64WcoD_IQ >>>>>>>>>>> >>>>>>>>>>> I'm really not sure what's the problem, I can post parts of the >>>>>>>>>>> code here if that would help. >>>>>>>>>>> Any suggestion would be greatly appreciated.**** >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> **** >>>>>>>>>>> >>>>>>>>>>> ** ** >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>>>> archives, please visit: >>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>>> archives, please visit: >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>>> archives, please visit: >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>> archives, please visit: >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> archives, please visit: >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> -Tony >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>>> >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> -- >>> -Tony >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- - Stephen Swires
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